Game #19169757: 2 Players,
Poly (4),
No Spoils,
Sequential,
Adjacent,
Fog,
Trench,
30 Rounds
Tribes Tournament:
Tribal League Label: M&S vs M&Co - Round 5
Help
Play States
Play By Clickable Map
Deploy: Click on territory to deploy, choose number to deploy and click again to make deployment
Assault: Click on a territory to Assault from, then on a territory to Assault (right click to Auto Assault)
Advance: Click on conquered territory to choose to advance, choose number to advance, then click again to advance. Click on conquering territory to advance zero.
Reinforce: Click on a territory to Reinforce from, then on a territory to Reinforce to. Click again to confirm.
Play By Keyboard and Mouse
N Key: Skip to next game, Jump to next game
B Key: Begin Turn
E Key: End Deployment, End Assaults, End Reinforcement
L Key: Later (decline to play spoils)
W,S Keys: Increase/decrease troop quantity (slow)
Q,A Keys: Increase/decrease troop quantity (fast)
Mouse Wheel: Change troop quantity by scrolling over the selected region.
CTRL Key + Click: You can always use CTRL-click instead of the right mouse button.
Middle Click: To advance to next stage (Begin Turn, End Assaults, etc.) click the middle mouse button anywhere on the map.
- Players
- 2
- Game Type
- Polymorphic
- Slots Per Player
- 4
- Initial Troops
- Automatic
- Play Order
- Sequential
- Spoils
- No Spoils
- Reinforcements
- Adjacent
- Fog of War
- Yes
- Trench Warfare
- Yes
- Round Limit
- 30 Rounds
- Round Length
- 24 Hours
2 |
|
Polymorphic |
Polymorphic games allow players to control more than 1 army. This allows for games involving less luck, particularly compared to standard 1v1. |
Automatic |
Regions are randomly distributed at the start of the game and each region starts with three troops. |
Sequential |
A player is selected at random to go first and then subsequent players follow in turn. During a team game the play order alternates between the teams. |
No Spoils |
There are no 'spoils' in this game. |
Adjacent |
At the end of your turn you can reinforce once from one region to another (they must share a border). |
Yes |
Fog of War masks enemy positions that are not adjacent to your forces (or your team's forces). It also masks region and zone names in the log |
Yes |
You can only assault from regions held since the start of your turn. If you conquer a region during your turn you cannot assault from it until your next turn. |
30 Rounds |
With round limits, the game will automatically finish at the end of the specified round. The winner will be the surviving player with the most troops. |
24 Hours |
Each player has up to 24 hours to complete a turn. You will get an email notification when it is your turn to play. |
Regular
|
Regular leaderboard scoring is in place for this game |
| USA 2.1: | 240 Territories, 71 Continents, 181 Start Positions, Min Reinforcements: 3 | |
Toggles change the setting temporarily, other settings are saved on a per map basis. For site-wide settings see our
Game Settings page.
2019-07-20 09:48:31 - Game has been initialized
2019-08-21 10:21:44 - random21 eliminated Enormastitz from the game
2019-08-21 10:26:30 - random21 eliminated Enormastitz from the game
2019-08-21 10:27:24 - random21 eliminated Enormastitz from the game
2019-08-21 14:15:50 - random21 eliminated Enormastitz from the game
2019-08-21 14:15:50 - random21 won the game
2019-08-21 14:15:50 - Enormastitz lost 9 points
2019-08-21 14:15:50 - random21 gained 9 points
2019-07-20 18:00:51 - Enormastitz: u2
2019-08-07 20:19:02 - random21: i gues thats the best you can hope for a dice fail. ahha
2019-08-07 20:19:45 - random21: i had fails against detroit from saginaw, and stautnon from beckley a couple turns. one turn your little rock gives me a leg room ,i need to defend
2019-08-07 20:20:46 - random21: sry i spoke to soon. i decided to gamble and throw 2 troops on memphis just got good dice
2019-08-07 20:21:10 - random21: and happened to get good dice in albert lea as well
2019-08-07 20:21:15 - random21: nothing you can do with that
2019-08-07 20:21:56 - random21: oh you went for DFW
2019-08-07 20:22:13 - random21: you deployed extra on shreve?
2019-08-08 10:12:06 - Enormastitz: JUst seen your comments earlier on
2019-08-08 10:12:59 - Enormastitz: Thought I was on top here but not had the rub of the green when it matters. Obviously you know what you're doing too so been your good play too I guess
2019-08-08 10:13:18 - random21: hmm yeah, after greens good turn, i think cyan got good dice too. you ve always retaken des moines
2019-08-08 10:13:41 - random21: cant give you tips now, but at end of game, ill tell you what you might have done
2019-08-08 10:16:08 - Enormastitz: I think i've just missed stupid things. This map is so big it's hard to keep your eyes on everything.
2019-08-08 10:16:42 - random21: well, you were ahead in the beginning. for sure. the main thing is to go for bonuses right out the gate
2019-08-10 12:51:40 - random21: gg
2019-08-10 12:54:29 - random21: yeah so early on, go for bonuses. its not really the idea to hit my territory count down. admittedly... getting opponent below 18 territories in early game, i.e. to 5 deploy is rather painful
2019-08-10 12:54:56 - random21: but a good goal early on is to get +3 and +4 bonuses
2019-08-10 12:55:08 - random21: +2, and +5 also if convenient
2019-08-10 12:55:28 - random21: but never go for +1 and generally... not for the bonuses that are larger than the +5s
2019-08-10 12:56:14 - random21: thinking about a turn that is to deploy 7 troops, if you deploy a turn giving 7 troops to get a +1 bonus lets say for example. like 10 v 5 to capture for a +1
2019-08-10 12:56:21 - random21: it will take you seven turns from that +1 to break even
2019-08-10 12:57:00 - random21: if you deploy 7 troops to take a 5 neutral that gets you a +3 bonus, or +4 youve essentially broke even in about 2 rounds *and you are just deploying that much more
2019-08-10 12:57:46 - random21: now, i have lost in games where a person doesnt go for bonuses, and just kills my territories... but in general this does not work and you are just praying for the dice to be in your favour
2019-08-10 12:58:12 - random21: if i go for a +3 bonus, it mitigates 9 territories you could haev take from me
2019-08-10 12:58:31 - random21: so if you get me to 14 territories, and im deploying 4 with a +3... im still deploying 7
2019-08-10 12:59:13 - random21: the long run benefits are relaly just that by taking so many of my territories you can kick me out of large swaths of the map where i have no counter play. like.. here, im pretty non existent on the right hand side
2019-08-10 12:59:45 - random21: generally speaking, everything on the opposite side of tallahasee, atlanta, columbia SC and raleigh...
2019-08-10 12:59:54 - random21: i just dont fight for that
2019-08-10 13:00:09 - random21: there are no bonuses there in the south to take, without first taking the aobve mentioned capitals
2019-08-10 13:00:58 - random21: if you happen to own greenvile SC then yes, maybe going for SC is worth it , but as example florida here. if i have pensacola... you can spend the time to clear everything on the other side of tallahasee, but you are still wasting turns and troops for a
2019-08-10 13:01:03 - random21: bonus that will take a while to give return
2019-08-10 13:01:28 - random21: in this game, I liked you going for OH and Pennslyvania, good idea
2019-08-10 13:01:34 - random21: but i would have taken KY by round 3
2019-08-10 13:01:51 - random21: the other hting... is about how you decide to open up new fronts
2019-08-10 13:02:17 - random21: i.e. going for the neutrals. neutrals are your friend. opening up dfw, and des moines... i guess if you were outdeploying me at hte time its an ok idea
2019-08-10 13:02:44 - random21: but i would generally just for a long time focus on keeping my deploy higher, and let my opponent sacrifice troops against neutrals.
2019-08-10 13:03:03 - random21: if you are going to go for a neutral, sometimes its nice to do it with turn order against th em
2019-08-10 13:03:09 - random21: so orange fighting yellow
2019-08-10 13:03:28 - random21: here, i had green fighting cyan, and yellow fighting grey. i feel that sorta favours me
2019-08-10 13:03:57 - random21: and blue fighting orange. all game. so everytime, after blue, yellow, or green played. orange, grey and cyan had to respond immediately
2019-08-10 13:04:44 - random21: a couple times i saw you use cyan to stack orange.. in general thats a great idea. because you can overwhelm what blue can handle in one turn. you can make cyan power up orange. soin this particular game
2019-08-10 13:04:53 - random21: i think you were doing fine before taking des moines
2019-08-10 13:05:25 - random21: i woulda just powered up orange ona turn, so that blue constantly had no way to fight him. but its iffy. cause you made green do nothing but take des moines for a few turns.
2019-08-10 13:05:33 - random21: well hopefully something in there made sense
2019-08-10 20:26:28 - Enormastitz: Nice one. Thanks for the info. Really useful. I really didn't know what strategy to use. Started off by trying get your deploy down then switched to bonuses. So easy to miss something important on this map as its so large. and if you do it's impossible to
2019-08-10 20:26:40 - Enormastitz: get back there when it's trench
2019-08-10 20:29:58 - random21: yeh, getting kicked out of an area sucks. ill be out for a few hours now. probably continue tomorrow
2019-08-21 10:27:06 - random21: crap sorry i forgot about hawaii cyan
2019-08-21 10:28:06 - random21: gg
2019-08-21 10:42:38 - Enormastitz: WP